
Renderer
Category:
AddIn:
Scope:
Code Snippets:
Supports Material List:
Status Screen Widgets:
License:
Visual Stimuli
Base Elements
Local
no
yes
no
Standard EventIDE license
In this article:
Introduction
The Renderer element is used to display visual materials from the Material Library on the experiment’s stimulus screen. It provides a scalable, transformable viewport for bitmaps, vector shapes, and other visual items, along with a wide range of real-time image processing effects.
Multiple materials can be loaded into the Renderer’s internal list to create stimulus sets for presentation sequences or condition-based display. The element supports spatial transformations (position, rotation, scaling), alpha masking, pixel effects, and positional jitter, all of which can be modified at runtime.
Key Features
Renders images and vector graphics from the Material Library.
Real-time image effects including blur, pixelation, scrambling, and color adjustments.
Alpha masking for transparency-based compositing.
Spatial transformations (position, rotation, scaling) with adjustable pivot point.
Multiple material handling for stimulus sets.
Hardware-accelerated rendering for smooth performance.
Runtime control of appearance and effects.
Integrated with EventIDE’s runtime variable system for adaptive stimulus display.
Properties
Name | Description | Property Class | Type |
Material List | |||
Item Count | Return the total number of material items in the list of this element | Status | Int32 |
Selected Index | Defines an index of the selected library item in the list of this element | General | Int32 |
Selected Item | Defines a name of the selected library item in the list of this element | General | String |
Equalize RGB | If true, the RGB pixel intensity is equalized across all loaded items | Design | Boolean |
Visual Appearance | |||
Auto Size Mode | Whether the rendering viewport is automatically resized on loading a new material | General | Int32 |
Alpha Masking | Whether visual content is used to create an opacity mask on the event surface | Design | Int32 |
AntiAliasing | If true, the rendered content will be antialiased | General | Boolean |
Position | Position of the rendering viewport on the screen | General | clPoint |
Size | Size of the element's rendering viewport on the screen | General | clSize |
Z Order | Indicates Z Order of the element on the given event | Status | Int32 |
Pivot Point | Defines alignment of the pivot point relative to element's rendering area | General | stAlig.. |
Visible | Whether the element is visible | General | Boolean |
Rotation | Rotation angle in degrees | General | Double |
Effects | |||
Transparent Color | The color in the original pixels to be set as transparent | General | stColor |
Transparent Tolerance | Tolerance ratio for transparency color selection | General | Int32 |
Color Mask | Multiplies original pixels with a mask color for a glass-like effect | General | stColor |
Opacity | Opacity of the rendered content | General | Int32 |
Contrast | Contrast of the rendered content | General | Int32 |
Brightness | Brightness of the rendered content | General | Int32 |
Saturation | Saturation of the rendered content | General | Double |
Pixelation | Pixelation of the rendered content | General | Int32 |
Blurring | Radius for gaussian blur in pixels | General | Int32 |
Scrambling | Proportion of scrambled voxels | General | Double |
Scrambling Grid Size | Dimensions of the scrambling grid | General | clSize |
Positional Jitter | |||
Reset Jitter Now | Runtime command to reset the positional jitter | Runtime Command | Boolean |
Current Jitter | Returns the current jitter | Status | clPoint |
Jitter Range | Range for random jitter, centered on element position | General | clSize |
Test Jitter | Test the current jitter setting | Design | Boolean |
Control | |||
Is Enabled | If set to false the element is completely omitted when the experiment is run | Design | Boolean |
Title | Title of the element | Design | String |
Assigning Materials to the Renderer
To display visual content, the Renderer must be linked to one or more materials from the project’s Material Library.
Load Materials into the Material Library – Add your images, vector shapes, or other supported formats via the Material Library panel.
Assign Materials to the Renderer – Open the Renderer’s Material List section in the Properties panel and select the desired material using Selected Item or Selected Index.
Switch Materials at Runtime – You can change the material displayed by modifying the Selected Index or Selected Item property during execution, allowing dynamic stimulus changes within a trial.
Apply Optional Preprocessing – Enable Equalize RGB to normalize color intensity across loaded materials, ensuring consistent brightness and contrast.
Practical Use
The Renderer is a flexible building block for visual stimulus presentation. It can be used alone or in combination with other elements such as masks, overlays, or real-time signal-based triggers.
Example usage scenarios:
Static image display – Present a single image for a fixed duration.
Stimulus sequence playback – Cycle through a set of images by updating the Selected Index at timed intervals.
Dynamic visual effects – Apply blurring, color masking, or pixelation in response to experimental variables or participant input.
Masked displays – Use alpha masking to reveal only specific parts of the stimulus area.
Attention and eye-tracking studies – Combine with positional jitter to prevent image location habituation.
